Starquake wrote:I'm starting to move into the final quarter or development now...

'Quake, the game is now looking terrific! The graphic styling works well and I like the little "screen-shake" effect when the ship hits taller stuff in the environment. Overall it is looking so smooth and sleek.

And that music... bravo! It really is superb - I love the C64-styled sound.

I can see that you've put tons of effort into this and it's neat that it is paying off. Great work, dude .

I coded a GBA version of Uridium fifteen years ago! Paradroid too actually. They were going to be bundled together on one cart.

Interestingly I went down a similar road to yourself - using an energy bar instead of the 8-bit insta-kill which made the original so very difficult. I also added bombs, power ups and replaced the end-of-level fruit machine with reactor core boss levels.

It was never published. I should still have the ROM image lying around somewhere, I should stick it on the Internet. Funnily enough I was talking to a guy about making a new version just a couple of weeks ago. He knows the guy who owns the IP (no, not Andrew Braybrook).

Starquake wrote:I'm starting to move into the final quarter or development now...

'Quake, the game is now looking terrific! The graphic styling works well and I like the little "screen-shake" effect when the ship hits taller stuff in the environment. Overall it is looking so smooth and sleek.

And that music... bravo! It really is superb - I love the C64-styled sound.

I can see that you've put tons of effort into this and it's neat that it is paying off. Great work, dude .

Thanks Jawa, nice to hear the positive comments!

Yeah I have an awesome guy doing the music for me, although the Sfx are still mine.

Yep, lots of effort gone into this pretty much every night from July! I'm pretty happy with it at the moment although I haven't yet gone through a spit and polish process.

I coded a GBA version of Uridium fifteen years ago! Paradroid too actually. They were going to be bundled together on one cart.

Interestingly I went down a similar road to yourself - using an energy bar instead of the 8-bit insta-kill which made the original so very difficult. I also added bombs, power ups and replaced the end-of-level fruit machine with reactor core boss levels.

It was never published. I should still have the ROM image lying around somewhere, I should stick it on the Internet. Funnily enough I was talking to a guy about making a new version just a couple of weeks ago. He knows the guy who owns the IP (no, not Andrew Braybrook).

What a crying shame these didn't get released, I really hate it when creative effort like that just disappears. If you ever get them running on an emulator or something I'd absolutely love to play them!

Yeah, the original was rock hard with insta kills. The energy bar is working great and opens up some more design choices. Whereas the original was a kind of careful, strategic shooter, Hyper Sentinel is much more fast arcade action. It is quite challenging in the later levels though, so retains some attachment to Uridium in terms of having to practice the levels - I've added an instant restart when you die so you can retry the level quickly. The levels also unlock as you go along so you can jump in to the last level you got to later on.

Do let us know if you choose to remake Uridium again. That would super cool!

Last edited by Starquake on Wed May 18, 2016 7:26 pm, edited 1 time in total.

First off, there's a new full gameplay video of one of the early game levels. You can watch it here in full 720p60fps glory!

It has the new lighting in place (iOS8 and iOS9.2 when it releases soon).

Also, I'm now taking beta testers. All I ask is that you download and play the current beta (for free), have some fun, and give me a bit of feedback (I am very open to all game ideas!). In return you'll get your name/gamer tag in the final release version of the game!

So, if you want to join the programme, then you'll need a device running iOS 8.1 or later, and you'll need to download the TestFlight app from the AppStore (free). Send me a PM (including the name you want in the credits) and I'll send you out an invite to download the beta.

Merry Christmas GRcade

Last edited by Starquake on Wed May 18, 2016 7:26 pm, edited 1 time in total.

This has come on really well, 'Quake! I like the idea of havng a shield power bar rather than instantly getting killed by a hit. The lighting is cool; it's smart how it bounces off the surface of the big ship as you fly over it. I enjoyed seeing the camera zoom out to show you the entire dreadnought once you'd defeated the baddies.

Great work, dude, and I wish I had an iOS device to try it out on. It's amazing to see a GRcadian putting some love into building a game :-).

This has come on really well, 'Quake! I like the idea of havng a shield power bar rather than instantly getting killed by a hit. The lighting is cool; it's smart how it bounces off the surface of the big ship as you fly over it. I enjoyed seeing the camera zoom out to show you the entire dreadnought once you'd defeated the baddies.

Great work, dude, and I wish I had an iOS device to try it out on. It's amazing to see a GRcadian putting some love into building a game .

Thanks Jawa! Shame you don't have an iOS device, maybe you can pick a cheap one up from CEX sometime in the future. Its not quite as hardcore as Uridium was, but it's still (intentionally) a hardcore arcade game. It will take no prisoners after you get past the first few levels!

It does take a lot of effort to see a game through to the end, especially when you have to fit it in around your day job, but hopefully it will be worth it. But, I do enjoy the process even though it can be tiring at times with a lot of very late nights coding